Helo will launch and take over a few facilities then get hung up trying to intercept another one before returning to base when out of fuel. After re-fueling, helo will not re-launch on mission even though mission has additional targets and has not expired

1. Load [PDb] StrikeTakover unable to repeat (3.10).SCN in GE2. Select all Red units and create specific Ground Strike mission with StrikeTakeover behaviour enabled and assign lone helo3. Start scenario4. Helo will launch and take over a few facilities then get hung up trying to intercept another one before returning to base when out of fuel5. After re-fueling, helo will not re-launch on mission even though mission has additional targets and has not expired6. Examination of mission in editor will show that many Targets with Unknown Destinations exist7. [PDb] StrikeTakover unable to repeat (3.10).gif

When sub is detected, helos will not launch on their own volition in order to prosecute the sub

1. Load [PDb] Sub Mission launch failure (3.10).scn in GE2. Run from side 33. AI controlled platforms will detect and launch Sub Strike mission to prosecute target4. Re-load scenario and run from Side One5. Re-create plotted path for airborne helo over Ref pt so that it will detect sub with MAD6. Set up generic SubStrike mission for helos aboard ship7. Run scenario8. When sub is detected, helos will not launch on their own volition in order to prosecute the sub

Sub on ASW mission will be detected and can be chased all day by the ship at all ranges without ever being fire upon

1. Load [PDb] Sub on ASW will not engage ship (3.10).scn in GE2. Order ship to activate sonar and plot path around the Sub Nav zone3. Sub on ASW mission will be detected and can be chased all day by the ship at all ranges without ever being fire upon4. If sub mission is changed to ASuW, the ship is always engaged. Therefore, it is not a problem with sensors, but is a problem with the mission.

Subs will move to patrol positions, engage enemy subs, and then stop and take no further action even though additional contacts are detected

1. Run [PDb] Subs self-immobilized (3.10).scn in SE from Neutral side with Show All enabled2. NATO subs will move to patrol positions, engage Red subs, and then stop and take no further action even though additional contacts are detected

Submarine will move into a field of supertankers, clearly identify them as hostile via sonar and periscope, and refuse to engage

1. Run [PDb] Unarmed units not engaged (3.10).scn in GE from Neutral side2. Submarine will move into a field of supertankers, clearly identify them as hostile via sonar and periscope, and refuse to engage.

Units in pre-3.10 scenarios that did not report their positions to the player now do so in 3.10 Postures are corrupted

1. Load [PDb] Unit postures corrupted (3.10).scn in GE2. Run from NATO side for 30 game minutes3. SS Rahav and SS Gal will report their positions to the player. This does not happen in pre-3.10 versions and was not how the scenario was originally written.

Order ships to sail right up to enemy ships and they will not fire on you as they are on plotted mission

1. Load [PDb] Plotted mission will not fire (3.10).SCN in GE2. Select side One3. Order ships to sail right up to enemy ships and they will not fire on you as they are on plotted mission4. Save game at any point and check with SE to see that enemy ships have also positively identified you as hostile, yet will not fire

Weapon Allocation window will allow you to allocate weapons, but they will not launch because weapon cannot engage target due to inability to track the specific radar frequency

1. Run [PDb] ARMs allocated to ineligible target (3.10).scn in GE2. Launch Tornado bomber3. Attempt to launch ALARM at radar site4. Weapon Allocation window will allow you to allocate weapons, but ARMs will not launch because weapon cannot engage target due to inability to track the specific radar frequency.